DoDonPachi (All Variations) (360)

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Re: DoDonPachi (All Variations) (360)

Postby AmidstStorm on Thu Feb 02, 2012 5:01 pm

Sel Feena wrote:It's early days yet, there were certainly plenty of people seemed interested in the thread. Obviously I can only play the region-free stuff, but that's still quite a lot. Backed out of getting Futari, bit the bullet (hah!) and plumped for Muchi Muchi & Pink Sweets Ltd Edition instead. Figure since the first Mushi's getting a HD tart-up, I'll get that in instead.

Mmp/pink sweets is another I need to give some more time to. Man those games are tough. They work on a ranking system where the better you do the harder it gets. There's a level/difficulty bar on the screen to scare you/raise your adrenaline of what about to hit you. Both play great though and I'm damn sure it's worth the pick up, though the prices are quite high for it now. Region free you could still get espglauda II (though prefer futari) and Eschatos. don't forget akai katana shin is due For pal release this year, hopefully along with a german pal release of raiden fighters aces.
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Re: DoDonPachi (All Variations) (360)

Postby Misery on Thu Feb 02, 2012 11:10 pm

Sel Feena wrote:It's early days yet, there were certainly plenty of people seemed interested in the thread. Obviously I can only play the region-free stuff, but that's still quite a lot. Backed out of getting Futari, bit the bullet (hah!) and plumped for Muchi Muchi & Pink Sweets Ltd Edition instead. Figure since the first Mushi's getting a HD tart-up, I'll get that in instead.



Ehh, that's right, the original Mushi is getting released sooner or later.

Probably not one I'll actually play all that much, to be honest. I beat it some time ago, and there really isnt anything left for me to do in it. Normally I play these for score and not for 1ccs, but the scoring in the first game is..... awful, in all honesty.

Hoping that they stick a good arrange mode in that one.



As for region-free shmups, Eschatos comes highly recommended, that'd be the one I'd certainly suggest.

MMP and Pink Sweets are nice enough. Though MMP has WAY too much boss milking, as scoring goes.... I end up just playing the arrange mode instead, as I cant be bothered to do the damn milking... Pink Sweets is better.
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Re: DoDonPachi (All Variations) (360)

Postby Sel Feena on Thu Feb 02, 2012 11:33 pm

^ Eschatos does look intriguing, including a couple of retro shooters is a nice touch, too. With you on excessive boss milking, I've seen vids where players just milk the crap out of the first boss in Cyvern. Looks utterly boring, rather just move on.
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Re: DoDonPachi (All Variations) (360)

Postby Misery on Thu Feb 02, 2012 11:49 pm

Sel Feena wrote:^ Eschatos does look intriguing, including a couple of retro shooters is a nice touch, too. With you on excessive boss milking, I've seen vids where players just milk the crap out of the first boss in Cyvern. Looks utterly boring, rather just move on.



It's way more boring than it even looks.

And the big problem with games that do that, is that if you're making serious attempts at getting high scores, you *have* to do it in order to manage that. There's rarely an exception to this. If the game allows milking, you do it or your scores wont have a chance of matching up.

Generally I just dont bother with those games. I have no patience whatsoever as it is, let alone for something that takes a 2 minute boss fight and turns it into 20 minutes simply due to design mistakes.


As for Eschatos, it was bloody AMAZING. I dare say it's better than most of Cave's stuff. It was definitely the release of the year as far as I'm concerned.
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Re: DoDonPachi (All Variations) (360)

Postby weakboson on Fri Feb 03, 2012 11:42 am

Not all boss milking is bad. It depends on how it's designed, of course, but it can be fun. Psyvariar Revision is a good example. It takes skill to do well and rewards players who rise to the challenge. It adds more scoring opportunities and extra depth for those who need it. Part of the reason it works is because the bosses were all designed with milking in mind and it's just part of the game. I agree that milking as it is in, say, DDP:R looks really boring and is more likely to be an oversight than anything else but that doesn't mean you should immediately discount all games that have it.

As for MMP, it never really clicked with me. I like the idea of using bombs to get loads of score and suiciding for more but I've not really got into it. As for Pink Sweets, maybe it's just because it's a Raizing style game which I'm not used to, but it seems really crazy to me. It is fun but it's and uphill struggle and I've not got very far. I guess these are the 360 ports I've given the least time to.
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Re: DoDonPachi (All Variations) (360)

Postby Misery on Fri Feb 03, 2012 12:53 pm

weakboson wrote:Not all boss milking is bad. It depends on how it's designed, of course, but it can be fun. Psyvariar Revision is a good example. It takes skill to do well and rewards players who rise to the challenge. It adds more scoring opportunities and extra depth for those who need it. Part of the reason it works is because the bosses were all designed with milking in mind and it's just part of the game. I agree that milking as it is in, say, DDP:R looks really boring and is more likely to be an oversight than anything else but that doesn't mean you should immediately discount all games that have it.

As for MMP, it never really clicked with me. I like the idea of using bombs to get loads of score and suiciding for more but I've not really got into it. As for Pink Sweets, maybe it's just because it's a Raizing style game which I'm not used to, but it seems really crazy to me. It is fun but it's and uphill struggle and I've not got very far. I guess these are the 360 ports I've given the least time to.



I tend to immediately discount shmups that require alot of boss milking mostly because I'm not made of patience. And by that I of course mean "dont have any whatsoever". And more specifically, boss milking reminds me ALOT of the one thing that I most hate in any game that contains it: Grinding. As far as I'm concerned, there is no stupider element in a game than grinding. Usually this is restricted to RPGs and games that use RPG-like elements, but wherever it shows up, aaaagh, I hate it. Usually represents a lack of balance more than anything. Or in NIS' case, a lack of..... everything good. Bloody Disgaea. I think I can manage a 3-page rant on why grinding is awful, but I'll save your sanity and not do that. As it is, whenever I reach a "gotta grind" point in a game of that sort, I stop playing and sell it to Gamestop. No exaggeration, either. I dont any longer own any of the games I've ran into that force that particular element.

Really though, I'm WAY too impatient to put up with boss milking. It also just seems REALLY counterintuitive, and makes very little logical sense. A boss battle should be a BATTLE. It should not be running circles around an elephant for 2 hours while occaisionally jabbing it with a stick, which is what it feels like. Fortunately Cave usually does boss fights properly. Psikyo was pretty good about that for most games as well. Heck, it doesnt even LOOK impressive most of the time. I usually enjoy watching shmup-related superplays and such, but I dont think I've ever seen even one single boss-milk sequence that I thought was whatsoever impressive or interesting.



As for MMP, I rather agree with you on that one. I've barely touched the arcade version of the game. I mean, it's decent enough I guess.... but I couldnt get into the scoring very much (milking indeed being a part of it) and it has a few somewhat annoying quirks to it. Pink Sweets though.... I gotta say that one surprised me. Particularly since I hadnt liked the original version of Ibara one bit. Liked Pink Sweets though.

I will say though, the arrange modes for both games are very worth trying. The MMP Arrange feels waaaaaayyyy more like a proper Cave game, and uses some interesting scoring ideas. And the Pink Sweets one is just brilliant (and strange). Those ended up really being the highlight of that particular release.



And fortunately, DDP:R here doesnt do boss milking or anything like that. ....quite the opposite, actually. If you watch superplays of 1.5 mode, most players will BOMB THE FUNKY HELL outta basically every boss, and abuse invincibility to just kill the heck outta them as fast as possible. There's no pattern dodging in THOSE fights because the bosses dont get a CHANCE. It's kinda strange to watch, actually.
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Re: DoDonPachi (All Variations) (360)

Postby weakboson on Fri Feb 03, 2012 1:22 pm

If you have access to the Japanese release of DFK then download some of the top power style replays and you'll see a lot of boss milking, at least for stages 2 and 3. They will prod the bosses with their weak laser just enough to keep the chain bar from dropping while they wait to milk bullets or lasers. They take forever to time out and, while it takes skill to be able to dodge their patterns consistently, it's very boring to watch and I'm sure it must drag on for a player eager to get to the second loop.

I share your distaste for grinding but I don't see how you can equate it to boss milking. It's no different from learning to score in a level. Maybe that's why milking in Psyvariar is good, because while the rules do change a bit, you're still doing the same thing as in the stages and it's still fun. Perhaps milking is done badly more often than not but it seems odd to rule it out completely.
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Re: DoDonPachi (All Variations) (360)

Postby Sel Feena on Fri Feb 03, 2012 2:31 pm

Well if it's integrated into the game in an interesting way, which it sounds like for MMP, that's fine. But just seeing people sit there and squeeze every last drop out of a boss just for the sake of it...I dunno. I saw that Cyvern vid and wasn't marvelling at the guy's skill, I just thought it was cheap.
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Re: DoDonPachi (All Variations) (360)

Postby Misery on Fri Feb 03, 2012 10:38 pm

I equate it with grinding because it is very nearly the same thing.

As with grinding, when you do this, all normal action/progression STOPS. The game basically HALTS while you perform this extremely repetetive action for a really inordinate amount of time. The flow of the game is always completely shattered by this.... no exceptions. And this isnt anything like the actual levels at all... while you are doing things there, the levels KEEP MOVING. You arent allowed to just suddenly sit still and keep poking random enemy #2957 over and over and over and over and over and over for points for 20 minutes. Auto-scroll.... as well as the enemy likely exploding.... prevents this. Yet on the bosses, supposedly the big challenge at the end of each stage, this works because.... because.... because I have no logical reason to stick here. Overall it's the same basic idea. An extremely repetetive action for a silly amount of time that allows you to build up some sort of counter... in this case, the score... before moving on to the next area. Same, to me, as with RPGs.

MMP is probably the only game I've ever seen that comes ALMOST somewhat close MAYBE kinda possibly to doing milking without being too stupid, due to the fact that the bosses get more and more spazzy as you sit there. But even then.... I'm sorry, the bloody boss fight shouldnt take longer than the stage simply because you're poking it slowly. Most games though, do not do this; the bosses will usually be perfectly happy to constantly repeat the same pattern that didnt work on you the first 15 times they fired it. Boring!


....and I went and had a look at the milking in DFK that you mentioned.... ugh. Just..... agh. Well. That's new to me. I think I've just completely lost interest in 1.5 mode. Granted, I havent played that more than like, 3 or 4 times anyway. I liked it better when they were bombing the heck outta them. At least in those replays STUFF ACTUALLY HAPPENED. 1.5 isnt exactly the most exciting mode to begin with, since quite alot of the scoring involves the "sit perfectly still while enemy bullets hit your shots" strategy.

Deeeeefinitely sticking with the arrange modes here. Or better yet, Black Label and Ketsupachi.



EDIT: On another note, I now remember WHY I'd stopped playing Arrange A awhile back: That stupid route crap. Almost as annoying as the milking.

No wonder I hadnt used this disc in ages.... the only mode I ended up caring about was Arrange B. GOTTA find the other disc. Preferrably without snapping it in half for pissing me off by going missing.

EDIT 2: Gotta remember not to play ANY of these when I'm in a bad mood or having too much pain. Though the route thing still irks me.
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Re: DoDonPachi (All Variations) (360)

Postby weakboson on Sat Feb 04, 2012 12:54 pm

The reason it's not equatable with grinding is that boss milking requires skill, strategy and the ability to execute it consistently. There's a lot at stake and often failure is always one wrong move away. You're not just selecting 'attack' from a menu all the time, you have to think and react to what's happening. You're not going out of your way to make the game easier, you're making it harder and the reward is the points you get. You seem to be assuming that all milking is just a matter of waiting for the boss to time out but that's rarely the case, at least in my experience. Even in DFK you have to think worry about keeping up your chain, when to recharge your hyper meter and how to dodge the attacks that you would normally bomb through. The problem is how long the bosses take to time out but that's not something that afflicts all games with boss milking, as you seem to suggest. Boss milking is just scoring on the boss. In games in which the whole purpose is to grapple with a scoring system and maximize your score, the games with boss fights that incorporate this successfully are the ones with the most intense fights. Just like stages can be made more interesting by scoring so too can boss fights. You go from mindless destruction to having more strategic game. It's a fallacy to say that 'all normal action/progression STOPS'. Progression stops when your score is no longer increasing - precisely what is not happening if you're milking a boss.

Obviously boss milking can be a bore but that doesn't mean it's always so, or that it's equatable to what is essentially the result of pacing issues in JRPGs. I just wanted to hear you say that wouldn't rule out a game just because it had some boss milking in which to be fair you almost did with MMP. But come to think of it you also shouldn't rule out games with bad milking in them. DFK is a great game with a great scoring system and unless you can already chain both loops then there's lots to do besides. It's strange that you should complain about 1.5 involving the 'sit perfectly still while enemy bullets hit your shots' strategy when actually the game is all about minimizing hyper use. It's in Black Label that you'll be camping in the corner to score. Anyway, my attitude is that if boss battles incorporate the game's scoring system or introduce some new mechanics or dynamics then, provided they're not boring or broken, that's OK with me.
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Re: DoDonPachi (All Variations) (360)

Postby Misery on Sat Feb 04, 2012 2:31 pm

weakboson wrote:The reason it's not equatable with grinding is that boss milking requires skill, strategy and the ability to execute it consistently. There's a lot at stake and often failure is always one wrong move away. You're not just selecting 'attack' from a menu all the time, you have to think and react to what's happening. You're not going out of your way to make the game easier, you're making it harder and the reward is the points you get. You seem to be assuming that all milking is just a matter of waiting for the boss to time out but that's rarely the case, at least in my experience. Even in DFK you have to think worry about keeping up your chain, when to recharge your hyper meter and how to dodge the attacks that you would normally bomb through. The problem is how long the bosses take to time out but that's not something that afflicts all games with boss milking, as you seem to suggest. Boss milking is just scoring on the boss. In games in which the whole purpose is to grapple with a scoring system and maximize your score, the games with boss fights that incorporate this successfully are the ones with the most intense fights. Just like stages can be made more interesting by scoring so too can boss fights. You go from mindless destruction to having more strategic game. It's a fallacy to say that 'all normal action/progression STOPS'. Progression stops when your score is no longer increasing - precisely what is not happening if you're milking a boss.

Obviously boss milking can be a bore but that doesn't mean it's always so, or that it's equatable to what is essentially the result of pacing issues in JRPGs. I just wanted to hear you say that wouldn't rule out a game just because it had some boss milking in which to be fair you almost did with MMP. But come to think of it you also shouldn't rule out games with bad milking in them. DFK is a great game with a great scoring system and unless you can already chain both loops then there's lots to do besides. It's strange that you should complain about 1.5 involving the 'sit perfectly still while enemy bullets hit your shots' strategy when actually the game is all about minimizing hyper use. It's in Black Label that you'll be camping in the corner to score. Anyway, my attitude is that if boss battles incorporate the game's scoring system or introduce some new mechanics or dynamics then, provided they're not boring or broken, that's OK with me.



The reason the "sit still" strategy works in 1.5 is because the bullet-cancelling increases your chain. I'm not sure I've EVER seen a replay where this strategy is never used. The player sits in one spot and attempts to allow enemies, particularly those helicoptery dudes, to continue firing into their attack stream as much as possible, thus gaining as much chain as possible. One way or another, to really get anywhere with scoring, you HAVE to use at least some hypers, and when in hyper mode, this is the fastest possible way to raise the chain. By NOT AIMING at things. Dead enemies can no longer fire bullets, and thus are worth much less.

As for milking goes, I've never seen milking outside of MMP (because of the repeated pattern increases) that honestly seemed more difficult than just fighting the boss. And even in MMP it's not so much hard, as it is just sorta obnoxious to do. If I *really* felt that milking increased the challenge, I'd likely do it, since a challenge is the one and only thing I'm usually after.... but every time without delay, milking merely provides me with great boredom and just makes me more impatient than I already am. And I'm sort of at negative patience to BEGIN with, so.....

One way or another I'll likely continue to rule out games that contain this mechanic. It's just like grinding... I've never ONCE seen it done to a point where it improves upon the game. MMP almost came close to coming close, but in the end it merely became annoying and time consuming.

Hell, that boss in 1.5, the second one, proves what I'm saying. I had a look at the technique there.... it's REALLY not difficult. At all. If you already know how to deal with the boss's patterns.... and it's only the second boss in a game that's not very hard to begin with.... having it just throw the same patterns at you again and again will not increase the challenge. It only lengthens the fight. And it doesnt matter even if it's a DIFFICULT boss. The bosses in the original Mushi Ultra.... those guys are hard, definitely. Very hard. But even them... I can defeat bosses 1, 3, and 4 without bombing, and if I had to milk those bosses, they.... honestly wouldnt get any harder. They start OUT hard as hell, yes. But milking merely repeats them, and I've done their patterns so many times I could do them in my sleep (no, seriously, WAY too much time spent playing that mode). And bosses 2 and 5? The technique simply wouldnt be used there. Boss 2 makes the game engine screwy (rapid slow-down and speed-up), and boss 5 is, well, boss number 5. Fortunately Mushi does not have boss milking. Or I've never seen it if it does, I never cared about the scoring in that game.


And by "progression" I mean the overall flow of the game. It's something that ALOT of developers have difficulty in getting right, but it's one of those intangibles that's important, and all of the REALLY great games have it, that "flow". The flow just STOPS during this sort of technique. A stage continues like normal, with you battling enemy ships/monsters/planes/whatever, flowing along normally, and then the boss appears.... what SHOULD be a climactic battle, by nature, becomes the afore-mentioned "running circles around an elephant" due to screwy design choices. It doesnt ruin the game, no.... but then neither does grinding totally destroy an RPG either. Neither of them HELP matters though. They ARE the same action though: Repeat a certain set of steps over and over until it's no longer possible/profitable to do so. And the comparison with turn-based RPGs.... remember, not all RPGs are turn based, but even the very actiony ones often contain grinding, and it pretty much never adds to the challenge in THOSE either, and stops the forward flow of the gameplay and story while you perform it.


And Black Label holds my attention because I only play in Strong mode; the one that gives the red warning when you choose it. Thus is the difference between it and 1.5 to me. I have no idea if people use some sort of camping trick in that mode for scoring. I'm just in it for the crazy difficulty and bullet patterns. I actually do end up with a pretty good score there, but that is merely a side-effect of playing that mode and getting a decent distance into it.


Regardless of all that stuff about the milking though, the fact remains that even if it was a super duper idea, I'd still refuse to do it. It just takes too bloody long. Even WATCHING it makes me wanna snap the controller in half. It's THAT damn irritating. And in pretty much every game that contains it, you HAVE to do it if you want to make a good, competetive score, well... I just drop those games and move onto something that wont drive me up the wall.

And that's why nothing will ever convince me of this one. Because regardless of how it's implemented, it TAKES TOO LONG. I just dont have.... any patience whatsoever.

At least I'm honest about that fact though, heh.

EDIT: ANd I apologize if this doesnt make much sense, or seems even more disjointed than usual. I'm about to go to bed here and the cyclobenzadrine (is like Valium) starts to kick in around this time.
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Re: DoDonPachi (All Variations) (360)

Postby weakboson on Sat Feb 04, 2012 5:13 pm

nothing will ever convince me of this one.

In that case never mind :lol:

I'll clarify what I meant about DFK's scoring, though, since that's actually relevant to the thread. In 1.5 you don't get many points just for having a high hit counter, you score by destroying enemies with a high hit counter while the hyper gauge is full but unused. So yes, you have to increase your hit counter with a hyper or two, but you want to be doing it quickly at the start of the stage because after that the time you spend in hyper mode and the time spent recharging are wasted scoring opportunities. You get points by killing enemies and keeping the chain going, dodging bullets without letting the meter drop. Also note that there are times when you get more hits for pushing back lasers than for canceling bullets (such as the start of stage 3). The system is actually a lot closer to DOJ's than it might first appear. Black Label is completely different when it comes to hypers but I suppose if you don't play for score then that wouldn't be apparent.
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Re: DoDonPachi (All Variations) (360)

Postby Sel Feena on Sat Feb 04, 2012 10:01 pm

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Best attempt on DDPR Novice Mode. Trying to get all the bees as they flash is a pain, in Arrange A just hover over the mark and that's it.

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Re: DoDonPachi (All Variations) (360)

Postby Misery on Sat Feb 04, 2012 11:24 pm

weakboson wrote:
nothing will ever convince me of this one.

In that case never mind :lol:

I'll clarify what I meant about DFK's scoring, though, since that's actually relevant to the thread. In 1.5 you don't get many points just for having a high hit counter, you score by destroying enemies with a high hit counter while the hyper gauge is full but unused. So yes, you have to increase your hit counter with a hyper or two, but you want to be doing it quickly at the start of the stage because after that the time you spend in hyper mode and the time spent recharging are wasted scoring opportunities. You get points by killing enemies and keeping the chain going, dodging bullets without letting the meter drop. Also note that there are times when you get more hits for pushing back lasers than for canceling bullets (such as the start of stage 3). The system is actually a lot closer to DOJ's than it might first appear. Black Label is completely different when it comes to hypers but I suppose if you don't play for score then that wouldn't be apparent.



Haha, hilariously, most people seem to just try HARDER.... pointlessly.... to convince me of things when I say that one. You're one of the few to NOT do it.

As Black Label goes, I do still play for score, but of course Strong mode is so crazy that I cant say I really have any special strategies for any given area or any special tricks. Quite alot of points seem to come just from the sheer volume of bullets in it... kinda nice, really.

Well, no, there's ONE trick I know, which involves the big tanks at the start of stage 1; you can get thousands of hits off of them if you know what to do there.

Also, screw the second boss in that mode. Hate her.


And now, I think I'm gonna make a spirited attempt to find the bloody Black Label disc here. Or failing that, might just give Arrange A another go or something. Though if that disc is not in this room I'll be a bit irked.

EDIT: I'm a bit irked. I'm gonna snap that accursed thing in half when I finally locate it. That'll teach it to.... exist.
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Re: DoDonPachi (All Variations) (360)

Postby Misery on Sun Feb 05, 2012 1:48 am

And is there a proper guide to Arrange A's scoring somewhere? The shmups.com forums seems to be lacking.

Wanna make sure I'm doing this entirely right.

I'll go through stage 1, right, and get about 800 squillion points, WAY past the amount needed for a second extend.

But then I'll go into stage TWO, get the hit counter to around, say, 10,000 or so with the big tank midboss... I'm sure I can get it higher if I remember to turn it on at the RIGHT time, but that's beside the point... and then the second half of 2 has tons of bees to grab, but... even with that counter being high (and stage 1 counter wasnt THAT much higher, maybe 20,000 instead of 10,000), the score increase AFTER a pile of bees is.... not all that much.

Not making a whole lot of sense.

Also I'd do better here if I'd STOP RAMMING THINGS. Argh.
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